| Commit message (Collapse) | Author | Age | Files | Lines |
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As part of the continuing quest to add more acid to more places.
For now, it's on deep elf sorcerers (replacing b. draining),
tengu reavers (replacing one of the venom bolts in one of their
spellbooks), and a./liches (replacing the bolt of draining in one
of their spellbooks).
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Also adjusts max power (Ice Form 200->100, Statue Form 200->150)
to get roughly the same scaling as before; statue form now scales
slightly more slowly, but caps out at 1.5 ac higher, if you can
eke out enough spellpower.
AC from non-spell-caused polymorphs will be based on the power
of the polymorph.
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Reduce the spellpower cap to 100 (closely approximating the old
effective power cap), and slightly buff ozo's at old power to
bring it up to the old numbers.
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In its previous state, it was fiddly, misleading, and
kind of overpowered. So:
Raise it to level 2 (& remove it from Cantrips, replacing
it with Corona). Remove the stacking-duration effect &
increase the initial duration. Set damage of all hits to
0, and make the first successful (confusing) hit end the
effect.
This should still be useful, but in a level 2 kind of way.
We'll see how that pans out.
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The new effect compared unfavorably to Enslavement. It works
rather a lot better at level 3, and will probably get more use
there, too.
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Make Tukima's Dance weapons (almost) only attack their
original owner. Removes the last reason to do fiddly weapon-swapping.
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(Committer's note: The old Tukima's Dance was fiddly and
not well-liked. Changing it into something hexier seemed
like a popular & reasonable idea.
I refactored the spell code & fixed a few small issues.)
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It's an antimagic enchantment, borrowing the code from melee antimagic
(which now internally refers to the new beam type).
I have a vague notion that this might remove antimagic effects from the
caster at some point, but that's for later.
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It was fairly fiddly and unclear in its mechanics, and elemental
summoning is now covered by the elemental evokers (and possibly the storm
god at some point in the future too)ยท Moved Summon Forest from the book
of the Warp to replace it in the book of Summonings, and added Dispersal
to replace it in the book of Wizardry.
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For the most part they were optimal to cast before every fight,
making them hugely annoying but too useful to simply ignore. They
also encouraged being casted before reading an unidentified scroll,
just in case it might be brand weapon. Warp Weapon and Excruciating
Wounds obviously do not have the latter problem, and since the spells
have noticeable drawbacks they do not have the second problem as
much either.
The books of Ice, Fire, and Necromancy don't get replacements; they
are pretty good anyway. Alchemy and Envenomations get Alistair's.
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Both of their spells work by dealing ridiculous amounts of damage to a few,
vulnerable species and little or no damage otherwise, which does not make for
an interesting monster.
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By popular dev demand.
I'm leaving the code for handling varying ranges alone in the event that
we need to revisit this.
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Both destruction and fiery destruction felt rather underwhelming in
practice, particularly compared to the traditionally good rods. This
lowers the level of random bolt from 5 to 4 (letting you get more
than 3 shots from a full-capacity rod) and raises the damage on both
(moreso for fiery than non-fiery destruction).
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This spell clones a selected allied creature, randomly swapping the
clone and original to disguise which is real and which is fake (and
also not displaying the summon as 'summoned', for the same reason).
The mirrored creature does have the full offensive capabilities of
the original, but only half the hp (all of them are dispelled upon
killing the creator, as you would expect).
This is intended as part of a rakshasa revamp, and will eventually
replace the existing uses of MONS_RAKSHASA_FAKE and associated code.
(And can probably do similar for Mara as well, with a few tweaks,
tidying the various uses of duplication under a simpler codebase).
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Sunray had a number of quirks that were rather non-transparent if
uninformed about them, and not usually very interesting from a
tactical perspective (namely: it ignored repel missiles, did bonus
damage to vampires and shadows, and couldn't hurt things that were
invisible). There seemed a general agreement that it probably ought
to simply be removed.
Stone arrow replaces it in the spriggan druid spellbook.
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So that it still does 50% damage at maximum range.
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Player ghosts can now have dazzling spray, which sets confusion based
on an XL check that's the same as used when blinding monsters.
This commit is mostly based on Grunt's commit 0d12a004 in the
glaciate-testing branch and cleaned up some for trunk, with some
aspects reorganized.
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Less boring, at least.
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It was generally harder to cast than Summon Menagerie, yet less
powerful in many contexts. Mana vipers do provide stronger disabling
support, but this is less needed if you can just kill the target
instead.
The spell might benefit from not being found only in a book that also
has Menagerie, incidentally - maybe it should be put in one of the
hex books?
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With the aim of creating summons that have more differentiated uses
from each other, this spell summons something that can provide good
anti-caster support while being less directly mighty than other
higher level summons, particularly against enemies where its antimagic
bite contributes little.
It is a level 6 summoning/hexes spell which summons a mana viper (with
a cap of 2) whose antimagic effect scales noticably with spellpower,
but its hp and damage do not. The general idea is that it is less
good at killing many things on its own (and spellpower alone cannot
turn it into something very tanky) but an investment in the relevant
skills can provide a very strong augment against vulnerable enemies.
(It IS still pretty strong even against non-casters, I admit, but also
a level 6 dual-school spell with a less common secondary school, so
maybe is fine as-is).
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In the spirit of adding more dynamic options to summon play besides
'make more creatures to throw at things', Forceful Dismissal is a
level 6 summonings spell which violently unsummons all of your nearby
summoned creatures, causing magical explosions around where each of
them were.
The explosion damage is based both on spellpower as well as the HD of
the creature being unsummoned (so imps make much less effective 'bombs'
than a hell sentinel would).
Damage numbers are even more provisional than usual, since it's
somewhat hard to know how this will play outside a real game. The aim
is not to make immediately detonating summons in melee range the
generally optimal thing to do, as the full damage over a summon's
lifetime ought to exceed it in many cases, but rather something you
might use in cases where burst damage was especially important, or
your defensive line looked about to crumble anyway, and so on.
I considered adding a drawback that casting it would temporarily
prevent RE-summoning anything for several turns, making it more
desireable to get further value out of the living summon before
exploding it, but I'm not certain that's necessary, and would like to
see how this version plays out first.
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With the idea of introducing more summoning spells that a bit
unique in some way, this is a level 7 Summoning/Conjurations spell
which summons a single golem-like being that possesses a subset of
the caster's own conjurations.
The spell list is assembled deterministically, somewhat similar to
player ghosts (though different in a number of regards). The first
3 spell slots draw from a 'primary' list containing direct
conjurations like bolt of cold or poison arrow, while the next 2
are from a 'secondary' list which tends to contain AoE effects and
cloud spells, as well as things like airstrike. Spells are selected
roughly in order of level and power, with the player's higher spell
skills having a small effect. In practice, I think the servitor
will fairly transparently possess a selection of the player's better
spells, without anyone needing to think much on how it arrived at
this list.
Many of the highest level spells (like fire storm and shatter) are
excluded not only for power reasons, but also because a servitor
using these could be downright dangerous to its caster. The main
exception I made here was CBL, which is allowed (being both
lower-level and often similarly dangerous when the player uses it,
though I open to changing this).
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The damage of the spire's lightning bolt now increases with
spellpower, but the hp of the spire is fixed at 20 and its duration
at 2.
I think that this should make it a sometimes-viable damage augment
beyond its current useful period, while retaining a notable limitation
of fragility later on (which makes the placement range limit
particularly meaningful on top of this, I think)
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Summon Ugly Thing was never a particularly impressive spell and the
summon cap changes have left it even more underwhelming these days.
Still, there is a need for a solid midrange summon available to good
god worshipers, and this is a shot at assembling one that might be
more interesting than the ubiquitous ugly things.
The spell can summon either a manticore, lindwurm, harpy (multiples
at higher power), or a sphinx (much rarer except at high power), which
I feel are solid midrange creatures with a shared mythological theme
and some relatively unobtrusive gimmicks (and more of an emphasis
on ranged combat than its immediate 'upgrade' in Summon Hydra).
Somewhat similarly to Shadow Creatures, multiple harpies count as a
single creature for the purposes of the spell's cap, and the creatures
also receive a modest HD boost based on high spellpower (I'm still
somewhat divided on this, unlike with Ice Beast, but it does help the
spell scale more strongly with spellpower that it otherwise would;
perhaps there is some higher-tier creature accessible with high power
that could help bridge this gap on its own?)
As a natural consequence of Summon Ugly Thing being replaced, Kirke
also acquires this spell. This is effectively a buff for her, but as
one of the least dangerous midgame uniques, I am sure she can handle it,
and a selection of Greek mythological beasts are surely at least as
suitable things for her to summon as... whatever ugly things are.
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Mass Abjuration was never an especially popular spell at level 6,
but the recent changes which cause summons to be automatically
abjured upon their caster's death renders its usefulness considerably
lower. This experimental change is aimed at making the spell more
appealing given how readily available this faux-mass-abjuration
already is to everyone.
Aura of Abjuration causes the caster to continuously perform a
lower power version of Mass Abjuration each turn for a reasonably
long duration, sending new summons away shortly after they arrive
(given sufficient power). This version could even be a useful
pre-cast option for battles with summon-focused enemies and provides
tactical options which old Mass Abjuration did not, and might give
the spell some play in the current environment.
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This was neither a popular nor powerful nor especially interesting
spell, which was basically 'Call Imp, except a lot more of them'.
Making the demons more individually powerful only further steps on
the toes of the many other demon summoning spells that already
exist, so I think it is fine to simply trim it.
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Summon Dragon was hit extremely hard by the summon cap, as the effective
strength of a summoned monster is superlinear with their quantity, and
2 dragons simply does not provide even remote offensive or defensive
parity with equal level spells in other schools, such as tornado or
shatter (since killing groups of monsters quickly is a pretty good form
of defense). It is true that it could be used in consort with other
summon spells to increase its impact, but the same is equally true of
pairing tornado with other conjurations.
A level 9 spell is a huge investment and its impact should be equally
huge, which does not seem at all the case at present. When testing it
against other equal-level spells in a range of realistic combat
scenarios, Summon Dragon takes more time to defeat even modest encounters
than its peers (often much more), while generally exposing the player
to more danger in the process (both due to its delay in killing ranged
threats and also that you can no longer form an effective screen of
dragons with only 2 of them lasting more than a couple turns). In many
cases, the difference is extreme. And the fact that the dragons last
forever is of limited practical advantage (except in resisting monster
abjuration).
Raising its summon cap might address this somewhat, but rather than
simply making it more spammable in the old sense, I have decided to give
it behavior which further distinguishes it from common summon spells while
making it suitably impactful for its spell level and the investment that
represents.
Summon Dragon is replaced by Dragon's Call, which gives the player a
temporary status that will continuously summon in dragons adjacent to
and attacking random hostiles within the player's LoS. These dragons have
an individually short duration and will appear only while hostiles are
present (so you cannot build up an army while outside of battle, nor
carry your previous army from battle to battle unless they occur with
only short delay between them). The delay between summoning each new
dragon is proportional to how many you already have, meaning that they
will arrive more quickly when you have none, and much more slowly while
several are already active. Each new dragon summoned costs the caster a
small amount of mp, and the effect will end if you run out. Also, it
generates a continuous amount of noise while the status lasts. Finally,
there is a somewhat lengthly cooldown between times the effect can be
activated.
The effect is definitely strong, as befits a level 9 spell, but
interestingly it also excells at slightly different situations than
other level 9 spells do. It is distinctly less powerful against massed
groups of foes, but potentially stronger against a series of moderate
to small encounters back-to-back due to its duration. And it definitely
(to me, anyway) feels splashy in a way that a level 9 spell ought to.
Of course, numbers are still provisional, as always.
(For now I have retained the original Summon Dragon as a monster spell,
as much of the additional complexity of Dragon's Call does not add much
to a monster version over just summoning a couple more dragons in the
usual manner)
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This commit makes which canine the spell produces more strongly
affected by spellpower. Wolves should be less common at low power
(where they are extremely powerful), while hounds should stop
being the common result at higher power (where they are so weak as
to be useless), eventually phasing out altogether. Newly-buffed
wargs are placed at a tier above wolves, eventually replacing them.
The idea is that which canine you get is more consistant, based on
spellpower, in the hope of giving the spell a little more longevity
without boosting earlygame power (and in fact curtailing it somewhat).
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A lot of summoning spells in general have scaling problems, being
very strong when they outclass their opponent and extremely weak
when outclassed by them (much moreso than with conjurations), as
well as gaining little real benefit from additional spellpower.
This meant that many would be extremely strong when first castable,
only to quickly become almost obsolete.
This was especially evident with Ice Beast, being the top-end spell
in a background dedicated to summoning, yet having longevity that
was dramatically worse than the top-end spell of nearly every other
book background. This aims to create more parity in that respect by
increasing ice beast HD with spellpower, which will increase both
their durability and their cold damage.
Ideally, I think they should be able to remain a core summoner tool
into midgame (or somewhat beyond), as fireball or LRD or throw icicle
or lightning bolt already do, and which the current non-scaling version
does not. (The numbers assigned here are still provisional, of course).
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So that good god worshippers won't be able to summon things which
summon drainers via shadow creatures or ?summoning.
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Weaves shadow creatures roughly from D:<evocations power> (including
out-of-depth D depths).
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Sprays clouds over a cone-shaped area in front of the caster. At low
power it gives rain, mist, or noxious fumes; mid-tier gives flames,
freezing vapour, or poison gas; high-tier gives one of three new cloud
types - acidic fog, negative energy, or storm clouds.
The targeter is from an experimental implementation of a spell called
"Scattershot", hence the name and some of the functionality it provides
which goes unused here.
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Level 9 Conjuration/Ice; generates a cone-shaped great blast of ice
around a specified target. The minimum range of the cone is 3, and the
maximum is LOS at maximum spellpower; damage within a minimum-range cone
is equivalent to Ice Storm, and falls off with the square of the distance
for larger cones.
Leaves freezing clouds over the affected area, like Ice Storm; they
dissipate really quickly over large areas, though.
Targets hit with Glaciate are flash-frozen; they are subject to slow
movement for three turns.
Targets killed with Glaciate have a 3/5 chance of becoming a block of
ice (similar to a pillar of salt).
Also contains a monster-castable version of the spell.
Replaces Ice Storm; most of Ice Storm's code disappears (ZAP_ICE_STORM is
TAG_MAJOR_VERSION == 34'd out). Go fight Lom Lobon to see the monster
version.
Large chunks of this either originate from a patch from Keanan Smith
(Siegurt), seen at https://crawl.develz.org/mantis/view.php?id=7760, or
from the following discussion on Tavern:
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=9854
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The rod of destruction {lightning bolt, fireball, iron shot} is pretty boring,
especially compared to the number of rods with unique spells. The new rod of
of destruction has only one (L5) spell, "Random Bolt," which zaps a random
bolt from the list of venom, draining, fire, cold, quicksilver, lightning,
or crystal.
The rod will prompt for self-harm if it could bounce, even if the bolt that
comes out won't bounce (e.g. fire on rock). This isn't optimal but there's
no really other way to do it, as far as I can tell.
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Battlesphere 4->5 (it is still incredibly MP-efficient for the damage it
can deal), Fulminant Prism 5->4 (it deals Fireball-ish damage but requires
some setup to work).
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Conflicts:
crawl-ref/source/enum.h
crawl-ref/source/spl-data.h
crawl-ref/source/spl-summoning.cc
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To give it just a touch more flexibility than only creating it
immediately adjacent.
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Also give it some resists. For a monster whose primary job is to
defend things, it tended to die curiously easily.
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It's already been replaced in the Summoner starting book, and is one of
the summon spells that mostly just relies on spamming large numbers of
monsters. Alistair's Intoxication is shuffled around in a couple of books
to replace it in Envenomations.
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Summon Guardian Golem to level 4 (was 3), move Summon Forest from Callings
to Warp. Recall was removed from Warp to make room; it could move to Control
if needed.
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The guardian golem is an ally with little attack power, but it can cast
injury bond to protect its allies. When below half health it can overheat,
causing it to explode on death.
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